Systems and methods for multi-currency utilities in an online game supporting different player types

ABSTRACT

Systems and methods to facilitate usage of multiple currencies having different utilities for different types of players within an online gaming platform are disclosed. Exemplary implementations may execute instances of a game; control player accounts associated with the players; facilitate usage of a first currency that is exchangeable for a first set of utilities by players of a first player type, including a first player; facilitate usage of a second currency that is usable to upgrade players from the first player type to a second player type, wherein upgrading unlocks additional utilities; receive an upgrade instruction from the first player; perform an in-game action falling within the additional utilities on behalf of the first player, wherein the in-game action is performed by virtue of the first player having been upgraded to the second player type; and/or other steps.

FIELD OF THE DISCLOSURE

The present disclosure relates to systems and methods to facilitateusage of multiple currencies having different utilities for differenttypes of players within an online gaming platform, and, in particular,allowing players of a first player type to upgrade to a second playertype.

BACKGROUND

Online gaming platforms are known. In-game currencies are known. Havingdifferent types of players interacting in the same game is known.Upgrading the available utilities of an individual player in exchangefor some type of consideration is known.

SUMMARY

One aspect of the present disclosure relates to a system configured tofacilitate usage of multiple currencies having different utilities fordifferent types of players within an online gaming platform. The systemmay include electronic storage, an online gaming platform, one or moreregistry servers, and/or other components. The system may be configuredto execute instances of a game. The system may be configured to controlplayer accounts associated with the players. The system may beconfigured to facilitate usage of a first currency that is exchangeablefor a first set of utilities by players of a first player type,including a first player. The system may be configured to facilitateusage of a second currency that is usable to upgrade players from thefirst player type to a second player type, wherein upgrading unlocksadditional utilities. The system may be configured to receive an upgradeinstruction from the first player. The system may be configured toperform an in-game action falling within the additional utilities onbehalf of the first player, wherein the in-game action is performed byvirtue of the first player having been upgraded to the second playertype. The system may be configured to modify an exchange rate betweenthe first currency and the second currency. The system may be configuredto perform other steps.

Another aspect of the present disclosure related to a method offacilitating usage of multiple currencies having different utilities fordifferent types of players within an online gaming platform. The methodmay include executing instances of a game; control player accountsassociated with the players. The method may include facilitating usageof a first currency that is exchangeable for a first set of utilities byplayers of a first player type, including a first player. The method mayinclude facilitating usage of a second currency that is usable toupgrade players from the first player type to a second player type,wherein upgrading unlocks additional utilities; receive an upgradeinstruction from the first player. The method may include performing anin-game action falling within the additional utilities on behalf of thefirst player, wherein the in-game action is performed by virtue of thefirst player having been upgraded to the second player type. The methodmay include modifying an exchange rate between the first currency andthe second currency. The method may include other steps.

As used herein, any association (or relation, or reflection, orindication, or correspondency, or correlation) involving servers,processors, client computing platforms, players, player accounts, playertypes, currencies, inventories, articles, digital articles,instructions, requests, exchanges, exchange rates, upgrades, challenges,offers, transactions, in-game actions, virtual territories, virtualitems, distributions, benefits, ownership, rights, permanent registries,metrics, metric values, operations, determinations, verifications,distributions, transfers, presentations, interfaces, notifications,and/or another entity or object that interacts with any part of thesystem and/or plays a part in the operation of the system, may be aone-to-one association, a one-to-many association, a many-to-oneassociation, and/or a many-to-many association or “N”-to-“M” association(note that “N” and “M” may be different numbers greater than 1).

As used herein, the term “obtain” (and derivatives thereof) may includeactive and/or passive retrieval, determination, derivation, transfer,upload, download, submission, and/or exchange of information, and/or anycombination thereof. As used herein, the term “effectuate” (andderivatives thereof) may include active and/or passive causation of anyeffect, both local and remote. As used herein, the term “determine” (andderivatives thereof) may include measure, calculate, compute, estimate,approximate, generate, and/or otherwise derive, and/or any combinationthereof.

These and other features, and characteristics of the present technology,as well as the methods of operation and functions of the relatedelements of structure and the combination of parts and economies ofmanufacture, will become more apparent upon consideration of thefollowing description and the appended claims with reference to theaccompanying drawings, all of which form a part of this specification,wherein like reference numerals designate corresponding parts in thevarious figures. It is to be expressly understood, however, that thedrawings are for the purpose of illustration and description only andare not intended as a definition of the limits of the invention. As usedin the specification and in the claims, the singular form of ‘a’, ‘an’,and ‘the’ include plural referents unless the context clearly dictatesotherwise.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a system configured to facilitate usage of multiplecurrencies having different utilities for different types of playerswithin an online gaming platform, in accordance with one or moreimplementations.

FIG. 2 illustrates a method of facilitating usage of multiple currencieshaving different utilities for different types of players within anonline gaming platform, in accordance with one or more implementations.

FIGS. 3A-3B illustrate example implementations of player interfaces, asmay be used by a system configured to facilitate usage of multiplecurrencies having different utilities for different types of playerswithin an online gaming platform, in accordance with one or moreimplementations.

FIG. 4 illustrates an exemplary view of interactive gameplay in aninstance of a game, as may be used by a system configured to facilitateusage of multiple currencies having different utilities for differenttypes of players within an online gaming platform, in accordance withone or more implementations.

FIGS. 5A-5B illustrate exemplary permanent registries, as may be used bya system configured to facilitate usage of multiple currencies havingdifferent utilities for different types of players within an onlinegaming platform, in accordance with one or more implementations.

DETAILED DESCRIPTION

FIG. 1 illustrates a system 100 configured to facilitate usage ofmultiple currencies having different utilities for different types ofplayers within an online gaming platform 105, in accordance with one ormore implementations. As used herein, the term “utility” may representgoods, services, content, access, and/or other types of uses thatplayers can experience within online gaming platform 105, e.g., inexchange for consideration. In some implementations, a utility may be(access to) distributions associated with benefit-producing virtualterritories in online gaming platform 105. Alternatively, and/orsimultaneously, a utility may be one or more of (i) a virtual item thatcan be used within online gaming platform 105, (ii) access to arestricted area within a game, (iii) participation in a particularmulti-player game mode within online gaming platform 105, (iv) access toa particular media channel that is related to online gaming platform105, and/or other types of uses that players can experience withinonline gaming platform 105. As used herein, the term “benefit” mayrepresent anything of value or use in system 100, or online gamingplatform 105, or registry servers 111, or anything that can be exchangedor otherwise traded for something of such value or use, whether tangibleor not, whether physical and/or virtual. The term “in-game benefit”refers to any benefit of value or use within online gaming platform 105,or any benefit of value or use within a game that is executed withinonline gaming platform 105. By way of non-limiting example, an in-gamecurrency and in-game virtual items are in-game benefits. As used herein,the term “virtual territory” may represent any specific location or areain online gaming platform 105 and/or in a game that is executed withinonline gaming platform 105, whether fixed in place (e.g., a mountaintop) or not (e.g., a moving train), or a mix of both (e.g., a tradinghub in an orbiting space station). In some implementations, individualvirtual territories may produce (in-game) benefits, either directly(e.g., a farm, a mine, a factory, etc.) or indirectly (e.g., a tollroad, a trading hub whether individual transactions are taxed, anamusement park). In some implementations, indirectly produced benefitsmay be provided not at the expense of some players, but rather as partof the design of the (economic) mechanics of a game (e.g., collect $200when passing “GO” in Monopoly™). These virtual territories may bereferred to as benefit-producing virtual territories.

As a preliminary and non-limiting example, by virtue of the systems andmethods described in this disclosure, online gaming platforms maysupport different types of players who can interact with each other inthe same games and on the same online gaming platforms. Additionally,the systems and methods described herein support using multipledifferent (virtual) currencies having different utilities for differenttypes of players. In particular, individual players of a first playertype (e.g., “free-to-play”) can upgrade to a second player type (e.g.,“premium” or “subscription-based”), and in doing so additional utilitiesmay become available to these individual players. The multiple differentcurrencies may include a first currency (also referred to as a “tokencurrency”), a second currency (also referred to as a “subscriptioncurrency”), one or more in-game currencies (e.g., coins, gold, gems,virtual bucks, etc.), and/or other currencies. The systems and methodsdescribed herein may control an exchange rate between the first andsecond currencies, which may be a variable exchange rate that can bemodified. In some implementations, the token currency may be a fungibledigital article that is tradeable on a permanent registry, e.g., ablockchain (e.g., a blockchain 117 a implemented by one or more registryservers 111). In some implementations, the subscription currency may(only) be available for purchase using token currency, at least withinonline gaming platform 105. In other words, the subscription currencymay not be available for purchase using (any of the) in-game currencies(i.e., other than the token currency). Accordingly, the price of thesubscription currency may be decoupled from certain other currencies,including fiat currency.

As used herein, a digital article is fungible if it is functionallyand/or physically indistinguishable from another digital article. Forexample, a payment token such as a Bitcoin is fungible. A digitalarticle may be non-fungible if it is unique, or one-of-a-kind. Forexample, a specific individual CryptoKitty™ may be non-fungible. Adigital article may be semi-fungible if there is a set of a limitednumber of similar but distinguishable digital articles. For example, alimited-edition Blanko™ or another in-game character may besemi-fungible. For example, one of a limited number of 2-dimensional or3-dimensional in-game virtual items may be semi-fungible. For example, adigital ticket to a show, concert, exhibition, and/or other event may besemi-fungible. For example, a piece of art or jewelry (e.g., as avirtual item or as representing a physical item) may be semi-fungible.As used herein, semi-fungible digital articles are considered as unique,“not fungible”, or non-fungible digital articles. In someimplementations, digital articles may be usable within one or moregames. In some implementations, virtual territories may be considerednon-fungible digital articles. Within online gaming platform 105, atleast some of the virtual territories may be acquired and/or otherwiseobtained in exchange for some amount of a specific type of fungibledigital article (e.g., the token currency). This specific type offungible digital article may be implemented as a specific type offungible token on one or more permanent registries such as blockchain117 a.

As used herein, the term “unique digital article” may refer to digitalarticles that are uniquely identified and/or uniquely identifiable,e.g., by an identifier or by identifying information. For example, insome implementations, an identifier or identifying information mayinclude or be based on a combination of different types of information,including but not limited to information regarding the type of a digitalarticle, a serial number and/or other numerical identifier of thedigital article, and/or other types of information. As used herein,rights pertaining to unique digital articles may be tracked, recorded,and/or otherwise registered on one or more permanent registries. Assuch, a unique digital article may be a registry-tracked unique digitalarticle.

Individual unique digital articles may be associated and/or correlatedwith another entity (which may be referred to as a “correlated entity”)by virtue of technology provided and/or supported by the one or morepermanent registries on which the rights pertaining to the individualunique digital articles is tracked (including but not limited to smartcontracts and/or other executable code on the one or more permanentregistries). Accordingly, rights pertaining to a unique digital articlemay correlate to the provision of one or more rights (e.g., usagerights) with respect to the correlated entity. Transactions involving aunique digital article recorded on a permanent registry may correlate tocertain transactions (or modifications) of the correlated entity, and/orvice versa. For example, exchanging and/or trading a particular virtualterritory within a game (from one set of players to another set ofplayers) may correspond to a transaction recorded on the permanentregistry (of a unique digital article that is correlated to theparticular virtual territory). In some implementations, this transactionmay include a transfer of the specific type of fungible token thatimplements the specific type of fungible digital article.

In some implementations, correlated entities may be (or include) virtualitems configured to be used within online-gaming platform 105 (such as,for example, a player-controllable in-game virtual character that isusable within an instance of a game within online gaming platform 105).Other types and/or combinations of correlated entities are envisionedwithin the scope of this disclosure, including but not limited tophysical and/or virtual objects, items, rights, memberships, grants,etc. The use of the singular “entity” or “correlated entity” is notintended to be limiting, as multiple different objects, items, rights,memberships, grants, etc. may be correlated to a single unique digitalarticle. By way of non-limiting example, a correlated entity may be anart work, a ticket to an event, a subscription to certain media content,a bundle of rights related to captured audio and/or video information,ownership of or accessibility to distribution gains, and so forth. Asused herein, the term “non-fungible token” or “NFT” may be used to referto a combination of a particular unique digital article and a particularcorrelated entity that is correlated to the particular unique digitalarticle.

System 100 may include one or more online gaming platforms 105, registryserver(s) 111, administration server(s) 115, client computingplatform(s) 104, user interface(s) 125, server(s) 102, externalresource(s) 138, and/or other components. Players 123 (also referred toas users) may include one or more of a first player, a second player, athird player, a fourth player, an administrative user, and/or otherplayers. Players 123 may include players who play and/or otherwiseinteract on online gaming platform 105. As used in descriptions herein,any use of the term “player” may refer to player(s) 123. Electronicstorage 130 a and electronic storage 130 b may be similar to electronicstorage 130 as described elsewhere in this disclosure, though includedin administration servers 115, and registry servers 111, respectively,as depicted in FIG. 1.

Instances of games may be executed within one or more online gamingplatforms 105. As used herein, online gaming platform 105 may refer toeither an individual game (e.g., an interactive online game), a type ofgaming console and its ecosystem, and/or both. Online gaming platform105 may be configured to host (and/or execute instances of) the one ormore (online) games. Online gaming platform 105 may be operated, hosted,and/or owned by one or more stakeholders of online gaming platform 105.For example, a platform operator (and/or another stakeholder, such as anowner) may sell in-game digital items (e.g., characters, weapons,resources, etc.) to players 123 of online gaming platform 105.

Referring to the game and to online gaming platform 105, in someimplementations, individual players may own and/or control individualunique digital articles, correlated entities, and/or other virtualitems, and exchange these with (or to) other individual players. As usedherein, exchanges refer to individual players winning, losing,auctioning, selling, purchasing, trading, bartering, wagering, staking,and/or otherwise exchanging virtual items (directly, without a store orstore interface under control of online gaming platform 105) to otherindividual players or with other individual players (includingexchanging virtual items through player-to-player challenges). Due to anexchange, ownership of a digital article may transition from an originalowner to a new owner (even if there may, in some implementations, be oneor more intermediary and/or temporary owners during the process ofperforming the exchange). In some implementations, unique digitalarticles may be associated and/or correlated with other rights thanownership rights, such as, by way of non-limiting example, access todistributions (also referred to as “distribution rights”).

In some implementations, distribution rights of (unique) digitalarticles may reflect rights held by one or more of the players 123 toreceive certain distributions (e.g., of in-game benefits) upon theoccurrence of certain events. For example, such events may includeexchanges involving the particular digital articles. In someimplementations, the distributions may occur subsequent or responsive toa particular event or action (such as, e.g., a sale of a particulardigital article), e.g., within online gaming platform 105. As usedherein, in-game benefits may include one or more of a portion of theproceeds of the particular event or action, a fee related to theparticular event or action, a minimum payment triggered by theoccurrence of the particular event or action (or a set of particularevents or actions), and/or another arrangement for payment and/orcompensation, including but not limited to combinations of fixed fees,minimum fees, percentages of sales, percentages of profits, and/or otherarrangements. The term “portion” does not imply or require a percentageor ratio, but rather is intended to signify that beneficiaries mayreceive something of value and/or use. The distribution may include oneor more virtual currencies such as virtual tokens, virtual stars,virtual points, real-world currencies (e.g., US Dollars), and/or otherbenefits.

In some implementations, (unique) digital articles, correlated entities,and/or other virtual items may include and/or be virtual items that arenot fungible and may be usable within online gaming platform 105. Insome implementations, these may represent (three-dimensional) in-gameplayer-controllable characters that can interact with other (in-game)virtual items within online gaming platform 105. In someimplementations, virtual items may include one or more of territories,weapons, toys, characters, abilities, skills, tools, pets, clothing,vehicles, game levels, missions, assignments, chapters, tasks,mini-games, restricted areas within a virtual space, restricted modes ofgameplay, access rights within an online game, and/or other virtualitems. In some implementations, virtual items may refer to any item orobject within online gaming platform 105 for which a player may use,own, sell, trade, destroy, and/or otherwise effectuate a change ofownership or control.

Registry server(s) 111 (e.g., registry server 111 a, registry server 111b, and so forth) may be used to implement one or more permanentregistries, including but not limited to blockchain 117 a, blockchain117 b (partially visible in FIG. 1), and so forth. In someimplementations, one or more permanent registries may be decentralizedand/or immutable registries. In some implementations, blockchain 117 aand blockchain 117 b may be maintained by distributed computingplatforms (not shown in FIG. 1). In some implementations, a distributedcomputing platform may be implemented by a set of client computingplatforms and/or servers (including, for example, one or more registryservers 111). The distributed computing platform may support a virtualmachine (not shown in FIG. 1). The distributed computing platform and/orthe virtual machine may form a runtime environment for smart contracts(sometimes referred to as programs), and/or other executable code. Adistributed computing platform may include electronic storage configuredto store part or all of blockchain 117 a. For example, the smartcontracts may be stored on blockchain 117 a, blockchain 117 b, and/oranother permanent registry. In some implementations, the distributedcomputing platform may be the EOSIO platform. In some implementations,the distributed computing platform may be similar to or based on theEOSIO platform. In some implementations, the distributed computingplatform may be ETHEREUM. In some implementations, the distributedcomputing platform may be similar to or based on ETHEREUM. In someimplementations, the distributed computing platform may be the POLYGONplatform. In some implementations, the distributed computing platformmay be similar to or based on the POLYGON platform. In someimplementations, the distributed computing platform may be the SOLANAplatform. In some implementations, the distributed computing platformmay be similar to or based on the SOLANA platform. In someimplementations, the virtual machine may be a distributed and/ordecentralized virtual machine.

In some implementations, at least one of the permanent registriesimplemented by registry servers 111 is a private permissioned permanentregistry (e.g., a private permissioned blockchain). The privatepermissioned permanent registry may be configured to record information,including but not limited to fungible digital articles and non-fungibledigital articles. The recorded information may include informationpertaining to unique digital articles that are associated and/orcorrelated with in-game player-controllable characters that areconfigured to be used in an instance of a game. The recorded informationmay include rights pertaining to the unique digital articles.Implementing the in-game actions in the instance of the game mayinclude, for at least some of the in-game actions implemented in theinstance of the game, effectuating modifications to the recordedinformation pertaining to the unique digital article. For example,ownership and/or usage rights may be modified. In some implementations,a unique digital article may be removed from one permanent registry andadded or recorded on another permanent registry. In someimplementations, at least one of the permanent registries implemented byregistry servers 111 is a public permanent registry (e.g., a publicblockchain). The public permanent registry may be configured to be partof either EOSIO mainnet, SOLANA mainnet, ETHEREUM mainnet, ETHEREUM 1.5,ETHEREUM 2.0, a derivative of ETHEREUM 2.0 that is configured to performtransactions of Ether (ETH) between accounts, or a derivative of EOSIOthat is configured to perform transactions of EOS between differentaccounts.

Elements of blockchain 117 a or another permanent registry may begrouped together in units that are referred to as blocks. For example,an individual block may include one or more digital articles (or digitalassets) and one or more transactions. For example, an individual blockmay be linked to one or more other individual blocks. Individual blocksmay be linked or chained together to form a structure of blocks and/or ahierarchy of blocks, such as, e.g., a chain of blocks. An individualblock may include one or more digital articles, one or moretransactions, smart contracts, executable code, and/or otherinformation.

In some implementations, one or more permanent registries implemented byregistry servers 111 may be publicly accessible. In someimplementations, one or more permanent registries implemented byregistry servers 111 may be private and/or permissioned. In someimplementations, one or more permanent registries implemented byregistry servers 111 may be append-only. In some implementations,existing blocks of one or more permanent registries implemented byregistry servers 111 can substantially not be altered or deleted, unlessmultiple copies are altered. This is unlikely to happen provided thatthe multiple copies are stored on different computing platforms, e.g.,in different geographical locations. Permanent registries may bereplicated on multiple computing platforms, preferably in multipledifferent geographical locations. Additionally, individual blocks may belinked together in a manner that prevents tampering, such as, e.g.,using a hash chain and/or digital signatures. In particular, hash valuesmay be generated using fixed-output-length one-way hashing functionsthat take variable-length input, and may be effectively impossible (or,at least, computationally infeasible) to reverse. As such, a hashingfunction may provide one-way encryption. By way of non-limiting example,the hashing function may be SHA-2 (e.g., SHA-256), BLAKE2, SHA-3 (e.g.,SHAKE256), and/or another hashing function. Contents of individualblocks, transactions, and/or articles may be digitally signed in amanner that proves integrity and/or prevents tampering, e.g., byproviding authentication, as well as non-repudiation.

As depicted in FIG. 1, registry server 111 a may include one or more ofelectronic storage 130 b, processor(s) 132 b, machine-readableinstructions 106 b, (node of) blockchain 117 a, and/or other components.Machine-readable instructions 106 b may include one or more instructioncomponents. The instruction components may include computer programcomponents. The instruction components may include one or more of atransaction component 134, a receipt component 136, and/or otherinstruction components. In some implementations, an individual registryserver may be dedicated to a particular node of a permanent registry.Typically, different nodes are included in (or implemented by, or hostedby) different servers or different computer systems to increase thesafety and security of transactions on a blockchain. The consensusprotocol used for a particular blockchain will be harder to falsify orcircumvent when the different nodes are in different geographicallocations, on different types of computing platforms, and/or otherwisedistributed and diverse. As depicted in FIG. 1, blockchain 117 a mayinclude a unique digital article 15 (by way of non-limiting example,unique digital article 15 may correspond to access to distributions ofbenefits produced by a particular virtual territory, and ownership ofunique digital article 15 may have been recorded on blockchain 117 a,e.g., as being obtained by a set of players in exchange for an amount offungible digital articles). Registry server 111 b may include similarcomponents as registry server 111 a, including but not limited toblockchain 117 b and/or other components.

Server(s) 102 may be configured to communicate with one or more clientcomputing platforms 104 according to a client/server architecture and/orother architectures. Client computing platform(s) 104 may be configuredto communicate with other client computing platforms via server(s) 102and/or according to a peer-to-peer architecture and/or otherarchitectures. Players may access system 100 via client computingplatform(s) 104. In some implementations, system 100 and/or registryserver(s) 111 may be configured to communicate with one or more ofonline gaming platform(s) 105, players 123, and/or other entities and/orcomponents, e.g., through one or more networks 13.

Server(s) 102 may include electronic storage 130, processor(s) 132,machine-readable instructions 106, and/or other components. Server(s)102 may be configured by machine-readable instructions 106.Machine-readable instructions 106 may include one or more instructioncomponents. The instruction components may include computer programcomponents. The instruction components may include one or more of a gamecomponent 108, an interaction component 110, an account component 112,an access component 114, a territory component 116, distributioncomponent 118, a recording component 120, a notification component 122,a registry-analysis component 124, a presentation component 126, aregistry component 128, a token component 140, an upgrade component 142,and/or other instruction components. Processor(s) 132 a and processor(s)132 b may be similar to processor(s) 132 as described elsewhere in thisdisclosure, though included in administration servers 115 and registryservers 111, respectively, as depicted in FIG. 1. Machine-readableinstructions 106 a and machine-readable instructions 106 b may besimilar to machine-readable instructions 106 as described elsewhere inthis disclosure, though included in administration servers 115 andregistry servers 111, respectively, as depicted in FIG. 1.

Game component 108 is configured to execute, via online gaming platform105, one or more instances of one or more games. An instance of a gamemay facilitate presentation of the game to players 123. For example, theinstance of the game may be an online game executed with online gamingplatform 105. Game component 108 may be configured to implement in-gameactions in the instance of the game, e.g., in response to in-game actioninstructions for the in-game actions by the players. In someimplementations, game component 108 may be arranged, organized, and/orotherwise included in online gaming platform 105. As used herein, theterm “game” may refer to one or more games within online gaming platform105. In some implementations, the game may be provided via a virtualspace, and may include a plurality of resource types and/or maps.

The presentation of the game may be based on the views of the game thatare determined during execution of the game, e.g., as based oninstructions and/or other input from players. In some implementations,the view may be communicated (e.g., by streaming, via object/positiondata, and/or other information) from online gaming platform 105,registry server(s) 111, and/or other sources to client computingplatforms 104 for presentation to players 123. The view determined andtransmitted to a given client computing platform 104 may correspond to alocation in the virtual space (e.g., the location from which the view istaken, the location the view depicts, and/or other locations), a zoomratio, a dimensionality of objects, a point-of-view, and/or viewparameters. In some implementations, one or more view parameters may beselectable by player 123.

The instance of the game may include a simulated space that isaccessible by players 123 by clients (e.g., client computing platforms104) that present the views of the virtual space to a player. Thesimulated space may have a topography, express ongoing real-timeinteraction by one or more players 123, and/or include one or moreobjects positioned within the topography that are capable of locomotionand/or movement within the topography. The topography may includevirtual territories, including but not limited to benefit-producingvirtual territories. In some implementations, the topography may be a2-dimensional topography. In some implementations, the topography may bea 3-dimensional topography. The topography may include dimensions of thesimulated space, and/or surface features of a surface or objects thatare native to the simulated space. In some implementations, thetopography may include a surface (e.g., a ground surface) that runsthrough at least a substantial section of the simulated space. In someimplementations, the topography may describe a volume with one or morebodies positioned therein. The instance executed by the computercomponents may be synchronous, asynchronous, and/or semi-synchronous.

Within the instance of the game, players 123 may control characters,objects, simulated physical phenomena, and/or other elements within thevirtual space to interact with the virtual space and/or each other. Thecharacters may include avatars. As used herein, the term “character” or“player character” may refer to an object or group of objects present inthe virtual space, that correspond(s) to an individual player. Aparticular player character may be controlled by the particular playerwith which it is associated. Such player characters may be referred toas player-controlled characters. Player-controlled element(s) may movethrough and interact with the virtual space (e.g., non-player charactersin the virtual space, other objects in the virtual space, otherplayer-controlled elements, etc.). In some implementations,player-controlled characters may be capable of locomotion within thetopography of the simulated space that is included in the instance ofthe game. In some implementations, the topography may include one ormore restricted areas that are only accessible under certain conditions.In some implementations, player-controlled elements controlled by and/orassociated with a given player may be created and/or customized by thegiven player. Individual players 123 and/or player accounts may own orcontrol an inventory of virtual goods and currencies (e.g., resources ofa plurality of resource types) that the individual player can use (e.g.,by manipulation of a player character and/or other player-controlledelements) and/or other items, to perform in-game actions within thevirtual space. By way of non-limiting illustration, players 123 mayinclude the first player, the second player, and/or other players thatinteract with online gaming platform 105. For example, the first playerand the second player may control different digital articles in a gamehosted by online gaming platform 105. In some implementations, accountinventories may be managed (at least in part) using blockchain 117 a.For example, ownership rights (and/or other types of rights) ofindividual virtual items included in an individual account inventory maybe recorded on blockchain 117 a. In some implementations, at least someindividual virtual items (also referred to as correlated entities) maycorrelate to individual unique digital articles (that may be tracked byregistry servers 111). In some implementations, individual accountinventories may correspond to individual smart contracts stored onblockchain 117 a.

Players may be classified as belonging to or being part of one or moreplayer types. For example, in some cases, the different player typesinclude a first player type and a second player type. In other cases,the different player types include a first player type, a second playertype, and a third player type. In some implementations, the differentplayer types may be mutually exclusive. Individual player types maycorrespond to different sets of utilities within online gaming platform105. For example, the first player type may provide access to a firstset of utilities, the second player type may provide access to a secondset of utilities, and so forth. In some cases, the different playertypes are hierarchical, such that a player of the second player type hasaccess to all utilities that correspond to the first player type (i.e.,the first set of utilities), as well as an additional set of utilities(e.g., the second set of utilities) that players of the first playertype do not have access to. Individual players may upgrade their playertype (e.g., from the first player type to the second player type), asdescribed elsewhere in this disclosure. In some implementations,individual players of the first player type may have access to the firstset of utilities without requiring consideration from the individualplayers. In other words, the first player type may be free to play.

Interaction component 110 may be configured to enable, facilitate,implement, and/or otherwise perform (in-game) actions by players 123 ininstances of games. In some implementations, interaction component 110may be configured to operate in response to instructions by players 123.Interaction component 110 may be configured to receive instructions fromplayers 123, e.g., in-game action instructions to perform in-gameactions in the instance of the game. For example, interaction component110 may receive a first in-game action instruction from the first playerto perform a first in-game action that falls within the first set ofutilities (e.g., in exchange for a particular amount of a particularcurrency, such as the token currency). For example, interactioncomponent 110 may receive a second in-game action instruction from thesecond player to perform a second in-game action that falls within thesecond set (or additional set) of utilities (e.g., in exchange for aparticular amount of a particular currency, such as the subscriptioncurrency), and so forth. For example, interaction component 110 mayreceive an upgrade instruction from the first player to upgrade from thefirst player type to the second player type (e.g., in exchange for aparticular amount of a particular currency, such as the subscriptioncurrency). By way of non-limiting example, in-game actions may includeone or more of performing a move, a dance, a movement, and/or anotheraction within the game, accessing a level or area within the game, usinga particular item, weapon, or another resource within the game,participating in a particular game mode (e.g., a Battle Royale mode),joining a particular mission or team, engaging in a particular type ofexchange and/or challenge between players, and/or other in-game actions.For example, one or more players may interact within online gamingplatform 105 to build, create, gather, find, combine, and/or otherwisegenerate content (i.e., player-generated content). In someimplementations, a player may request access to a particular type orsection of a store and/or marketplace within online gaming platform 105.

In some implementations, operations may be accomplished by interactioncomponent 110 through user interfaces 125. In particular, operationspertaining to a particular player may be accomplished or controlled orinitiated through a particular user interface 125 of a particular clientcomputing platform 104, where the particular client computing platform104 is associated with the particular player. In other words, theparticular player may interact with an instance of a game throughinteraction component 110 and/or the particular user interface 125. Insome implementations, operations by interaction component 110 may belimited, restricted, and/or otherwise controlled by other components ofsystem 100. In some implementations, interaction component 110 mayrequire acceptance from particular players. For example, an acceptancemay be required to accept a particular offer to partake in an activityor agreement. In some implementations, interaction component 110 may beconfigured to receive indications of acceptances and/or other agreementsfrom players.

In some implementations, interaction component 110 may be configured tofacilitate interaction of players 123 with system 100. In someimplementations, interaction component 110 may be configured tofacilitate interaction by players 123 through user interfaces 125. Forexample, a particular player may be associated with a particular clientcomputing platform 104, which may include a particular user interface125. In other words, an individual player interface 125 may beplayer-specific and/or specific to a particular client computingplatform 104. In some implementations, interaction component 110 mayfacilitate entry and/or selection through (presentation of) one or moreuser interfaces 125 (such as, by way of non-limiting example, any of theinterfaces described in this disclosure).

Token component 140 may be configured to facilitate usage of aparticular currency (i.e., the first currency or token currency) withinonline gaming platform 105. In some implementations, token component 140may manage, facilitate, and/or otherwise control the use of the firstcurrency. The first currency may be exchangeable by players of the firstplayer type for at least some of the first set of utilities. Forexample, a first amount of the first currency may be exchanged for aparticular in-game item, a second amount of the first currency may beexchanged for a particular in-game service, a third amount of the firstcurrency may be exchanged for access to particular in-game content (thatwas previously restricted and not accessible to this particular playerof the first player type). The first currency may have many differentuses. In some implementations, token component 140 may control supplyand/or demand of the particular currency. For example, in cases wherethe first currency is a fungible digital article that is tradeable on apermanent registry (e.g., blockchain 117 a), token component 140 mayissue, mint, destroy, burn, and/or otherwise modify the amount of firstcurrency in circulation. In some implementations, token component 140may set and/or otherwise modify one or more exchange rates between thefirst currency and/or other currencies. In some implementations, tokencomponent 140 may set and/or otherwise modify prices for purchasingparticular amounts of the first currency. In some implementations, thefirst currency may be based on the ERC-20 standard (or an equivalentstandard for non-Ethereum-based blockchains). In some implementations,the first currency may be based on a standard that is a superset of theERC-20 standard (or a superset of an equivalent standard fornon-Ethereum-based blockchains) that provides at least the samefunctions as that standard.

Upgrade component 142 may be configured to facilitate usage of aparticular currency (i.e., the second currency or subscription currency)within online gaming platform 105. In some implementations, upgradecomponent 142 may manage, facilitate, and/or otherwise control the useof the second currency. The second currency may be usable and/orexchangeable by players of the first player type to upgrade to thesecond player type. For example, upgrading to the second player type mayunlock a second set (or additional set) of utilities within onlinegaming platform 105. For example, a particular amount of the secondcurrency may be exchanged to upgrade a particular player to the secondplayer type, either permanently or temporarily. In some cases, thestatus of second player type may be subscription-based, for example on amonthly basis. Players would pay a certain amount (e.g., of the secondcurrency) on a monthly basis to maintain their second player type. Insome cases, the second currency may be the only currency within onlinegaming platform 105 that is usable to upgrade from the first player typeto the second player type. In some cases, the second currency may havefew or no other uses. Note that certain additional utilities availableto players of the second player type may have an associated cost offirst currency tokens.

In some implementations, upgrade component 142 may control supply and/ordemand of the second currency. For example, in cases where the secondcurrency is a fungible digital article that is tradeable on a permanentregistry (e.g., blockchain 117 a), upgrade component 142 may issue,mint, destroy, burn, and/or otherwise modify the amount of secondcurrency in circulation. In some implementations, upgrade component 142may control, set, and/or otherwise modify an exchange rate between thesecond currency and the first currency. In some implementations,modification of the exchange rate between the first currency and thesecond currency may be based on a change in a rate for trading the firstcurrency on one or more permanent registries (e.g., blockchain 117 a).By way of non-limiting example, assume that an amount of 1000 firstcurrency tokens costs $10, that 100 first currency tokens can beexchanged for 1 second currency token, and that a monthly subscriptionto maintain the second player type costs 10 second currency tokens. Ineffect, the monthly subscription would cost the equivalent of $10.However, assume that over time, first currency tokens gain in value andtrade between blockchain users for an equivalent of $100 per 1000 firstcurrency tokens. At this time, the monthly subscription would cost theequivalent of $100, until and unless upgrade component 142 modifies theexchange rate between the first currency and the second currency.Similarly, responsive to first currency tokens reducing in value andtrading between blockchain users for an equivalent of $1 per 1000 firstcurrency tokens, the monthly subscription would cost the equivalent of$1, until and unless upgrade component 142 modifies the exchange ratebetween the first currency and the second currency.

In some implementations, modifications of the exchange rate may beinitiated by one or more stakeholders of online gaming platform 105. Inother implementations, modifications of the exchange rate may beinitiated automatically, for example once a quarter, once a year, and/orat other regular intervals or upon predetermined triggers occurring. Insome implementations, upgrading from the first player type to the secondplayer type may be temporary for a predetermined duration. For example,the upgrading may be (automatically) reverted from the second playertype to the first player type after the predetermined duration. Thepredetermined duration ay be a week, a month, 90 days, and/or anotherduration. In some implementations, upgrade component 142 may beconfigured to upgrade individual players from one player type to anotherplayer type (e.g., from the first player type to the second playertype). Upgrading players in accordance with received upgradeinstructions may be performed subsequent to operations by interactioncomponent 110 and/or other components of system 100.

Account component 112 is configured to control, manage, and/or otherwiseadminister player accounts. Player accounts may be associated withplayers 123. Player accounts may include and/or be associated withaccount inventories of virtual items. For example, the player accountsmay include a first player account associated with a first player, asecond player account associated with a second player, and so forth. Forexample, the first player account may include a first account inventoryof one or more virtual items (and/or currencies), the second playeraccount may include a second account inventory of one or more virtualitems (and/or currencies), and so forth. Individual players may controlone or more virtual items in their individual account inventories. Insome implementations, the first account inventory includes one or moreunique digital articles (e.g., a first unique digital article, otherunique digital articles, etc.). In some implementations, the secondaccount inventory includes one or more unique digital articles (e.g., asecond unique digital article, other unique digital articles, etc.). Thefirst unique digital article may be correlated with a first in-gameplayer-controllable character configured to be used (e.g., played with)in the instance of the game. The second unique digital article may becorrelated with a second in-game player-controllable characterconfigured to be used (e.g., played with) in the instance of the game,and so forth. In some implementations, a particular player account maybe associated with a set of multiple players. For example, a group ofplayers may share the particular (group) player account.

Access component 114 may be configured to receive instructions from oneor more players 123. For example, individual instructions may be toobtain access to distributions associated with individual virtualterritories. For example, individual distributions may include one ormore benefits. In some implementations, the one or more benefits mayinclude in-game benefits. In some implementations, the one or morebenefits may include in-game benefits produced in and/or by particularvirtual territories. For example, in-game benefits may include benefitsthat are available by virtue of ownership and/or control of virtualterritories. Assume access component 114 received a particularinstruction from a particular set of players 123 to obtain access to thedistributions associated with a particular virtual territory. Responsiveto receiving this particular instruction, access component 114 may beconfigured to exchange this access to the distributions associated withthis particular virtual territory to this particular set of players 123.In some implementations, this kind of exchange may be for fungibledigital articles, e.g., a particular amount of fungible digitalarticles, to be provided by the particular set of players 123. In someimplementations, this kind of exchange may reduce the supply of fungibledigital articles by some amount (up to the particular amount of fungibledigital articles). For example, in some implementations, these fungibledigital articles may be implemented as fungible tokens on a permanentregistry such as blockchain 117 a (and may be tradeable on thispermanent registry, or even on any permanent registry). This kind ofexchange may effectuate burning or otherwise destroying (a fraction of)the particular amount of these fungible tokens. This reduction in supplymay increase the value of the remaining fungible tokens, especially ifthese types of tokens are the only tokens that can be used to obtainaccess to the distributions associated with virtual territories.

In some implementations, responsive to receiving a particularinstruction, access component 114 may be configured to perform one ormore verifications prior to exchanging a particular access to aparticular set of players 123. By way of non-limiting example, one ofthese verifications may verify that a particular player or group ofplayers can provide or have provided the required amount of fungibledigital articles. By way of non-limiting example, these verificationsmay verify other conditions, limitations, and/or restrictions placed onthese exchanges by the (economic) mechanics of the particular game. Insome implementations, distributions may occur at regular intervals or atpredetermined moments. For example, assume a particular set of playersobtained access to the distributions of a particular farm in the game.Provided that this particular set of players continues to control thisfarm, a distribution of certain in-game benefits may be provided to theparticular set of players every week, or month, or quarter, or otherscheduled period. In the event this particular set of players losescontrol of the farm to another set of players, and this other set ofplayers obtains access to these distributions (e.g., in exchange for acertain amount of fungible digital articles), these certain in-gamebenefits may be provided to this other set of players every week, ormonth, or quarter, or other scheduled period. System 100 and/or onlinegaming platform 105 may assert some control over the in-game economy byadjusting the in-game benefits over time and/or by adjusting therequired amount of fungible digital articles). In some implementations,the particular amount of fungible digital articles required forexchanging the particular access to the distributions associated with aparticular virtual territory in the game change according to a monotonicfunction over time. In some cases, this function may be monotonicallyincreasing. In some cases, this function may be monotonicallydecreasing.

Territory component 116 may be configured to determine whetherparticular set of players control particular virtual territories. Forexample, operations of other components of system 100 may be based on(e.g., responsive to) determinations by territory component 116.Determinations by territory component 116 may depend on the particulargame within online gaming platform 105. In some implementations, a setof players may demonstrate and/or maintain control by occupying aparticular area or location, e.g., within the center of a particularvirtual territory. For example, occupying headquarters may beimplemented in different ways, including but not limited to having atleast a predetermined minimum number of players present simultaneouslywithin a particular area such as these headquarters. For example,occupying headquarters may be implemented by having at least apredetermined percentage of the individual players in a particular setof players present simultaneously within a particular area such as theseheadquarters. For example, occupying headquarters may be implemented byhaving a majority of the players that are present simultaneously withina particular area such as these headquarters be part of a particular setof players. In some implementations, a set of players may demonstrateand/or maintain control by owning and/or holding a particular virtualitem in their possession, or their account inventories. For example,control over an area may be symbolically linked to possession of aparticular flag or banner. The specific way that a determination ofcontrol is made may depend not only on each game, but also on the typeof virtual territory involved. For example, control over a farm may beestablished in a different manner than control over a trading hub ormarketplace.

Distribution component 118 may be configured to determine whether toprovide distributions, e.g., in accordance with access to individualparticular distributions. In some implementations, a distribution mayinclude a set of one or more (in-game) benefits. In someimplementations, distribution component 118 may be configured to providea distribution to a particular set of players. In some implementations,for a particular virtual territory, determinations by distributioncomponent 118 may include verifications, including but not limited to averification whether a particular set of players controls (or continuesto control) the particular virtual territory. In some implementations,the verifications include a verification whether the particular set ofplayers has access to the distributions for the particular virtualterritory (e.g., owns this particular access, which may be verifiedthrough information recorded on a permanent registry such as blockchain117 a). In some implementations, distribution component 118 may beconfigured to decline to provide a distribution, e.g., because aparticular set of players no longer controls a particular virtualterritory, or no longer owns the access to the particular distributionfor the particular virtual territory. In some implementations, aparticular distribution may include a portion of the particular amountof fungible digital articles used to obtain the access to the particulardistribution. For example, a particular set of players may exchange someamount of fungible digital articles (say, 100 tokens) to obtain accessto the distributions of a particular virtual territory. Each week, forfifty weeks, the distribution of in-game benefits to the particular setof players includes, among other in-game virtual items, 1 of thesetokens, such that at the end of fifty weeks, fifty tokens have beenreturned to the particular set of players. In such a case, the exchangeof fungible digital articles is a two-way exchange (until and unless theparticular set of players loses control over the particular virtualterritory). In this example, the other fifty tokens are not returned,and may have been taken out of circulation, thereby reducing the supplyof tokens (i.e., fungible digital articles) in this game, or rather insystem 100. In other examples, the entirety of the particular amount offungible digital articles used to obtain the access to the particulardistribution may be returned to the particular set of players over somepredetermined amount of time.

In some implementations, distribution component 118 may be configured todistribute and/or otherwise provide one or more of information,benefits, access to in-game content, access to game-specificcommunication channels, certificates, rewards, awards, prizes,distribution gains, and/or virtual items to players 123. In someimplementations, distributions may be based on and/or responsive toactions by other components of system 100, including but not limited toregistry server 111, a particular permanent registry, and/orregistry-analysis component 124. For example, online gaming platform 105may determine a particular player is eligible to receive one or morerewards or awards. Distribution component 118 may distribute the one ormore rewards or awards in accordance with the determined eligibility.For example, a reward may be a participation reward. For example, anaward may be an attendance award. For example, a certificate may be acertificate of completion or accomplishment, which may be specific toactions within the instance of the game. For example, a prize may be foreffort, time, and/or resources spent, specifically in the instance ofthe game. For example, particular unique digital articles may beassociated with distribution rights, and the particular player who ownsthose distribution rights may receive a distribution in accordance withthose distribution rights. In some implementations, the in-game benefitsfor a particular virtual territory may change per distribution (e.g.,gradually go up, or be tied to some market indicator).

Recording component 120 is configured to record information, assets,transactions, and/or digital articles on permanent registries, includingbut not limited to virtual territories and access to distributionsrelated to virtual territories. In some implementations, the informationmay include executable code, such as, e.g., smart contracts. In someimplementations, recording component 120 may record and/or modify rightspertaining to articles. In some implementations, recording component 120may be configured to receive (recordation) instructions to perform arecordation (e.g., of a unique digital article or a smart contract on apermanent registry). For example, recording component 120 may receive,from a first player, a recordation instruction to record and/or modifyrights pertaining to a first unique digital article on a first permanentregistry (such as, e.g., blockchain 117 a). In some implementations,recording component 120 may receive such instructions from online gamingplatform 105 and/or other components of system 100. For example, aparticular instruction to record (rights pertaining to) a particularunique digital article may correspond to the issuance and/or creation ofthat particular unique digital article. When a unique digital article orother digital article is issued and/or created, recording component 120may record its ownership on a particular permanent registry. In someimplementations, a particular instruction to modify rights pertaining toa particular unique digital article may correspond to an exchange ofthat particular unique digital article (e.g., between two players, orbetween two sets of players).

In some implementations, recording component 120 may be configured torecord executable code on a particular permanent registry, such as,e.g., blockchain 117 a. In some implementations, particular executablecode may be a particular smart contract. The particular smart contractmay interact with other components of system 100, including but notlimited to online gaming platform 105. A particular smart contract maybe configured to perform one or more evaluations based on receivedinformation. In some implementations, the one or more evaluations mayevaluate whether to provide distributions to groups of players. In someimplementations, access to distributions may be implemented as a smartcontract, and owned by one or more players.

Notification component 122 may be configured to notify players. Forexample, notification component 122 may notify players 123 in responseto events, distributions, in-game action instructions, and/or otheractivities in system 100. In some implementations, a player may benotified responsive to a change of the player type of the player. Insome implementations, a player may be notified responsive to an in-gameaction (as instructed through an in-game action instruction) not beingpermitted or not being performed. For example, a set of players may benotified when and why a distribution is declined (by distributioncomponent 118). In some implementations, actions by notificationcomponent 122 may be performed responsive to particular actions,results, determinations, and/or decisions from other components ofsystem 100, including but not limited to distribution component 118and/or registry-analysis component 124. For example, notificationcomponent 122 may respond to a particular in-game action instruction (bya particular player, and pertaining to a particular unique digitalarticle) with a particular response such that, responsive to aparticular determination, the particular response notifies theparticular player accordingly.

Registry-analysis component 124 may be configured to determine whetherone or more unique digital articles are recorded (on a particularpermanent registry) as being owned by a particular player and/oraccount. For example, registry-analysis component 124 may determinewhether a particular virtual territory is currently recorded on aprivate permissioned permanent registry as being owned by a particularset of players. Alternatively, and/or simultaneously, registry-analysiscomponent 124 may determine whether access to the distributions for theparticular virtual territory is currently recorded as being owned by theparticular set of players. In some implementations, registry-analysiscomponent 124 may be configured to analyze recordations and othertransactions on one or more permanent registries, e.g., by retrievingrecorded information from the one or more permanent registries andanalyzing whether any of the recorded transactions pertain to aparticular article (e.g., a virtual territory). In some implementations,determinations by registry-analysis component 124 may be performedresponsive to particular actions or results from other components ofsystem 100. In some implementations, actions by other components ofsystem 100, including but not limited to distribution component 118, maybe responsive to determinations by registry-analysis component 124. Insome implementations, determinations by registry-analysis component 124may occur in real-time or near-real-time as needed for a particularin-game action instruction. In some implementations, determinations byregistry-analysis component 124 may occur as needed when rightspertaining to (unique) digital articles are modified, and results ofsuch determinations are stored for later use by, e.g., online gamingplatform 105, e.g., to be used when responding to a future in-gameaction instruction.

Presentation component 126 may be configured to present interfaces(e.g., user interfaces 125) to players, e.g., through client computingplatforms 104 associated with the respective players. In someimplementations, presentation component 126 may be configured toeffectuate presentations of interfaces to players 123. In someimplementations, presentations by presentation component 126 may beperformed jointly (or at least in some cooperative manner) with one orboth of game component 108 and/or interaction component 110. In someimplementations, presentation component 126 may present offers (e.g.,for exchanges with other players) to particular players.

Registry component 128 may be configured to generate sets ofinstructions for registry servers 111 (e.g., registry server 111 a)and/or one or more permanent registries (e.g., blockchain 117 a). Insome implementations, registry component 128 may be configured totransfer the generated sets of instructions to registry servers 111and/or one or more permanent registries. In some implementations, one ormore of these instructions may instruct the formation of a smartcontract and/or the recording of the smart contract on the one or morepermanent registries (e.g., blockchain 117 a). In some implementations,one or more of these instructions may call and/or otherwise invoke amethod or function of a smart contract on the one or more permanentregistries (e.g., blockchain 117 a). In some implementations, theseinstructions may instruct registry servers 111 to record and/or modifyunique digital articles, transactions, and/or rights on one or morepermanent registries, or to analyze ownership as recorded on the one ormore permanent registries. In some implementations, these instructionsmay instruct registry servers 111 to record and/or modify sets of usageinformation (e.g., ownership rights) pertaining to unique digitalarticles. For example, registry component 128 may transfer a particularset of instructions that, upon execution by blockchain 117 a, issues anew unique digital article to a particular player or particular account(i.e., record the rights and/or other usage information pertaining tothe new unique digital article, including it being owned by theparticular player or the particular account). Individual unique digitalarticles may be associated with individual sets of usage information,including but not limited to ownership rights. For example, registrycomponent 128 may transfer a particular set of instructions that, uponexecution by blockchain 117 a and blockchain 117 b, remove a particularunique digital article from blockchain 117 a and add the particularunique digital article to blockchain 117 b. For example, registrycomponent 128 may transfer a particular set of instructions that, uponexecution by blockchain 117 a and blockchain 117 b, analyze whether aparticular player or set of players owns one or more particular uniquedigital articles.

Receipt component 136 may be configured to receive (sets of)instructions to add, modify, analyze, and/or remove recorded information(e.g., rights) in blockchain 117 a. For example, receipt component 136may receive one or more sets of instructions from registry component128, online gaming platform 105, and/or other components of system 100.Receipt component 136 may provide received sets of instructions torecord component 134 for execution. In some implementations, executionof individual ones of the instructions received may include invoking oneor more function calls of an Application Programming Interface (API)107. For example, API 107 may be configured to provide interactivecommunication between blockchain 117 a and other components of system100. For example, in some implementations, API 107 may support methodsor functions that are implemented as function calls to smart contractsstored on blockchain 117 a. For example, in some implementations, API107 may support methods or functions that analyze whether a particularplayer owns one or more particular unique digital articles, one or moreparticular types of unique digital articles, and/or a particularcollection of multiple unique digital articles. In some implementations,receipt component 136 may be arranged, organized, and/or otherwiseincluded in registry server 111 and/or blockchain 117 a.

Transaction component 134 may be configured to record information,including but not limited to (ownership) rights pertaining to digitalarticles, e.g., on one or more permanent registries, such as blockchain117 a. In some implementations, transaction component 134 may recordinformation on electronic storage 130 b. In some implementations,transaction component 134 may record information on blockchain 117 a.The information may include ownership rights, distribution rights, otherrights, and/or other information. For example, particular recordedinformation may reflect rights pertaining to a particular digitalarticle by a particular player or group of players. For example, aparticular unique digital article may represent a three-dimensionalin-game player-controllable item or character that can interact withother virtual items within online gaming platform 105. For example, aparticular unique digital article may represent a virtual territorywithin online gaming platform 105. Recorded information may be specificto a digital article (i.e., article-specific). For example, distributionrights for a particular digital article may designate rights to certaindistributions of benefits upon a specifically defined in-game action(e.g., an exchange between players) involving the particular digitalarticle.

In some implementations, transaction component 134 may be configured torecord information in blockchain 117 a. In some implementations,transaction component 134 may add, modify, analyze, and/or removerecorded information. For example, in accordance with receivedinstructions from receipt component 136, transaction component 134 maytransfer rights pertaining to a particular digital article from a firstowner to a second owner (e.g., from an original owner to a new owner, orfrom a loser of a challenge to a winner of the challenge) such that therecorded information on blockchain 117 a no longer reflect the rightspertaining to the particular digital article by the first player. Insome implementations, in accordance with received instructions,transaction component 134 may transfer rights pertaining to a particulardigital article temporarily, e.g., from a first owner to a temporarysecond owner such as a smart contract. In some case, a temporary ownermay be a holding account that is merely used until ownership istransferred to either the original owner or a new owner. As used herein,the term “temporary” (and derivatives thereof) refers to a transfer orto ownership that is either known to be changed and/or modified within apredetermined period, or expected to be changed and/or modified within apredetermined period. Conversely, a non-temporary transfer from a firstowner to a second owner (due to a particular exchange) can conceivablybe changed and/or reverted (back from the second owner to the firstowner) due to a separate and new exchange that is independent of thefirst particular exchange. In some implementations, in accordance withreceived instructions, transaction component 134 may transfer rightspertaining to a particular digital article non-temporarily from a firstowner to a second owner, e.g., when a particular exchange is notreversible or no longer reversible. In some implementations, transactioncomponent 134 may be arranged, organized, and/or otherwise included inblockchain 117 a.

In some implementations, transaction component 134 may be configured toobtain article-specific information (e.g., ownership rights,distribution rights, and/or other information) for particular digitalarticles. In some implementations, transaction component 134 may beconfigured to access blockchain 117 a to obtain the article-specificinformation (that are recorded on blockchain 117 a, e.g., in one or moresmart contracts).

Input component 135 may be configured to receive user input fromadministrative users. For example, the user input may include entryand/or selection of particular information regarding any entity orobject that interacts with any part of system 100 and/or plays a part inthe operation of system 100. For example, the user input may includeentry and/or selection of a particular instruction to modify theexchange rate between the first currency and the second currency.

Communication component 137 may be configured to facilitatecommunication and/or interaction between administration server 115 andthe rest of system 100. For example, communication component 137 maycommunicate user input received from administrative users by inputcomponent 135 to other components of system 100, particularly onlinegaming platform 105.

FIG. 3A illustrates an example implementation of a user interface 300 asmay be used by system 100, in accordance with one or moreimplementations. User interface 300 may enable a particular player (say,“Alice”, not depicted) to view and/or use an account inventorycontrolled by the particular player. User interface 300 may include asection or field for account inventory 31, and/or other graphical playerinterface elements. As depicted, account inventory 31 may include a listof different virtual items and/or articles currently controlled byAlice, including virtual items 1-2-3-4-5. Account inventory 31 furtherdepicts item information regarding these virtual items, as indicated byitem information 1-2-3-4-5, which correspond to virtual items 1-2-3-4-5,respectively. Account inventory 31 as depicted may further includegraphical user interface elements such as, by way of non-limitingexample, an action button 32 (which initiates an in-game actioninstruction). Upon engagement by Alice, in-game action instructionbutton 32 may instruct “virtual item 1” to be used for a particularpurpose (e.g., through a text field or a dropdown menu, as indicated bya triangle in a box). For example, Alice may instruct in-gameinformation to be displayed about unique digital article 15 a, andunique digital article 15 a may be associated with a player-controllablein-game character that is also depicted in user interface 300. Userinterface 300 as depicted may further include graphical user interfaceelements such as, by way of non-limiting example, a notification element33 a. Alice may be part of a group of players who own and control a farmand the benefits produced by the farm. Receiving these benefits may berestricted to players of the second player type. Assuming Alicecurrently has the second player type, upon a new distribution of thesebenefits, Alice may be notified as indicated by notification 33 a,labeled “Attention players of the second player type: your farm producedgoods worth 50 gold coins.” Note that if Alice's group of players lostcontrol over the farm, no such benefits would be provided. Note that ifanother group of players obtained access to these distributions, no suchbenefits would be provided to Alice's group of players. Note that ifAlice's player type was no longer the second player type, these benefitsmay not be provided to Alice.

FIG. 3B illustrates an example implementation of a user interface 300 bas may be used by system 100, in accordance with one or moreimplementations. User interface 300 b may enable a particular player(say, “Bob”, not depicted) to view and/or use an account inventoryand/or one or more unique digital articles controlled by the particularplayer. User interface 300 b may include a section or field for accountinventory 31 b, and/or other graphical user interface elements. Asdepicted, account inventory 31 b may include a list of different virtualitems and/or articles currently controlled by Bob, including virtualitems 1-2-3-4-5. Account inventory 31 b further depicts item informationregarding these virtual items, as indicated by item information1-2-3-4-5, which correspond to virtual items 1-2-3-4-5, respectively.Account inventory 31 b as depicted may further include graphical userinterface elements such as, by way of non-limiting example, an actionbutton 32 (which initiates an in-game action instruction). Uponengagement by Bob, in-game action instruction button 32 may request“virtual item 1” to be used for a particular purpose (e.g., through atext field or a dropdown menu, as indicated by a triangle in a box). Forexample, Bob may instruct in-game information to be displayed aboutunique digital article 15 b, and unique digital article 15 b may beassociated with a player-controllable in-game character that is alsodepicted in user interface 300 b. User interface 300 b as depicted mayfurther include graphical user interface elements such as, by way ofnon-limiting example, a notification element 33 b. Bob may be part of agroup of players who own and control a farm and are periodicallyprovided with the benefits produced by the farm. Receiving thesebenefits may be restricted to players of the second player type.Assuming Bob currently has the second player type, upon a loss ofcontrol of the farm, Bob may be notified, as indicated by notification33 b, labeled “Bo& We lost control of the farm! No benefits distributedtoday.” Note that if Bob's player type was no longer the second playertype, these benefits may not have been provided to Bob, even if thisgroup of players had no lost control of the farm.

FIG. 5A illustrate exemplary blockchain 117 c as may be used by system100, in accordance with one or more implementations. FIG. 5A illustratesa blockchain 117 c that includes a block 0, a block 1, and a block 2. Astime progresses, more blocks may be added to blockchain 117 c. Theblocks within blockchain 117 c are ordered. In block 0, one article(indicated by a capital “A”) is generated and/or assigned to player “n”(U_(n)). A second digital article, a smart contract 15 x is assigned toplayer “a” (U_(a)), and a third digital article, a smart contract 16 x,is assigned to player “a” (U_(a)), which may be an administrative user.For example, smart contract 15 x and smart contract 16 x may representaccess to distributions of a first and second particular virtualterritory, respectively. For example, the first particular virtualterritory may be a farm, and the second particular virtual territory maybe a space station that includes a trading hub. Smart contract 15 x andsmart contract 16 x may have been posted to blockchain 117 c by acomponent similar to record component 134.

For example, the articles in block 0 may include individual ownershiprights recorded for particular digital articles within an online gamingplatform, similar to or the same as online game platform 105. Block 1 isconnected to block 0 (as indicated by a link 50 a), for example byincluding an address of block 1 in block 0, or vice versa. Likewise,block 1 is connected to block 2, as indicated by a link 50 b. In block1, a transaction to smart contract 15 x (indicated by “Ax”) is recorded.Transaction Ax to smart contract 15 x may assign smart contract 15 x toa first set of players labeled “p”, with the unique digital articlebeing defined by metadata 52. Here, metadata 52 may define which playersare included in the first set of players, as well as particularsregarding the first particular virtual territory (here, the farm). Inblock 1, another transactions from player “n” to player “j”, and fromplayer “j” to player “k” are also recorded. In block 2, severaltransactions may be recorded: a transaction from player “j” to player“n”, and a transaction to smart contract 16 x (indicated by “Ay”) isrecorded. Transaction Ay to smart contract 16 x may assign smartcontract 16 x to a second set of players labeled “q”, with the uniquedigital article being defined by metadata 54. Here, metadata 54 maydefine which players are included in the second set of players, as wellas particulars regarding the second particular virtual territory (here,the space station and trading hub).

By way of non-limiting example, FIG. 5B illustrates a blockchain 117 dthat includes several blocks (block 3, block 4, block 5), that have beenappended to blockchain 117 c. Block 3 may be connected to block 2 (asindicated by link 50 c), block 4 may be connected to block 3 (asindicated by a link 50 d), and block 5 may be connected to block 4 (asindicated by a link 50 e). In block 3, a transaction may be recordedregarding a distribution of in-game benefits or assets, produced by theunique digital article indicated by “Ax” and defined by metadata 52, tothe first set of players “p”. Receiving these benefits may be restrictedto players of the second player type (e.g., the distribution may beprovided to the subset of the first set of players that are of thesecond player type, assuming that player type is known and available tothese smart contracts). Block 4 includes a transaction (indicated by acapital “T”) of unique digital article “Ax” to the second set of players“q”. Additionally, block 4 includes a transaction regarding adistribution of in-game benefits or assets, produced by the uniquedigital article indicated by “Ay” and defined by metadata 54, to thesecond set of players “q”. Block 5 includes a transaction regarding adistribution of in-game benefits or assets, produced by the uniquedigital article indicated by “Ax”, to the current owners, i.e., tosecond set of players “q” (e.g., this distribution may be provided tothe subset of the second set of players that are of the second playertype).

By way of non-limiting example, FIG. 4 depicts a view 400 of interactivegameplay in an instance of a game as may be used by system 100. The gamedepicted here takes place in space near a planet 406, with a spacestation 405 orbiting. Space station 405 is a virtual territory thatproduced in-game benefits by virtue of being a trading hub in this game(e.g., transactions performed in space station 405 may be taxed, andthese taxes may form the in-game benefits). At some point duringgameplay, a first faction of players takes control of space station 405and obtains access to distributions of the in-game benefits. This firstfaction of players may use a fleet of their ships, including a ship 403and a ship 404 to maintain control and ownership of space station 405.As long as this first faction of players maintains control,distributions of in-game benefits may continue to be provided to thefirst faction of players, e.g., at regular intervals. Receiving thesebenefits may be restricted to players of the second player type.However, as soon as a second faction of players gains control of spacestation 405, these distributions to the first faction of players willcease. Upon obtaining access to the distributions of space station 405,e.g., in exchange for a particular amount of fungible digital articles,the distributions of in-game benefits produced by space station 405 maybe provided to the second faction of players, e.g., periodically (aslong as the second faction of players maintains control of space station405, and provided that these individual players have the second playertype).

Referring to FIG. 1, user interfaces 125 may be configured to facilitateinteraction between players 123 and system 100 and/or between players123 and client computing platforms 104. For example, user interfaces 125may provide an interface through which players 123 may provideinformation to and/or receive information from system 100. In someimplementations, user interface 125 may include one or more of a displayscreen, touchscreen, monitor, a keyboard, buttons, switches, knobs,levers, mouse, microphones, sensors to capture voice commands, sensorsto capture body movement, sensors to capture hand and/or fingergestures, and/or other player interface devices configured to receiveand/or convey player input. In some implementations, one or more userinterfaces 125 may be included in one or more client computing platforms104. In some implementations, one or more user interfaces 125 may beincluded in system 100. In some implementations, user interface 125 maybe a type of interface that facilitates the exchange of virtual itemsbetween players.

Referring to FIG. 1, in some implementations, online gaming platforms105, server(s) 102, client computing platform(s) 104, administrationservers 115, registry servers 111, and/or external resources 138 may beoperatively linked via one or more electronic communication links. Forexample, such electronic communication links may be established, atleast in part, via one or more networks 13 such as the Internet and/orother networks. It will be appreciated that this is not intended to belimiting, and that the scope of this disclosure includes implementationsin which online gaming platforms 105, server(s) 102, client computingplatform(s) 104, administration servers 115, registry servers 111,and/or external resources 138 may be operatively linked via some othercommunication media.

A given client computing platform 104 may include one or more processorsconfigured to execute computer program components. The computer programcomponents may be configured to enable an expert or player associatedwith the given client computing platform 104 to interface with system100 and/or external resources 138, and/or provide other functionalityattributed herein to client computing platform(s) 104. By way ofnon-limiting example, the given client computing platform 104 mayinclude one or more of a desktop computer, a laptop computer, a handheldcomputer, a tablet computing platform, a NetBook, a Smartphone, a gamingconsole, and/or other computing platforms.

Administration server(s) 115 may include one or more of servers 102 a,processors 132 a, machine-readable instructions 106 a, electronicstorage 130 a, and/or other components. Server(s) 102 a may beconfigured by machine-readable instructions 106 a. Machine-readableinstructions 106 a may include one or more instruction components. Theinstruction components may include one or more of input component 135,communication component 137, and/or other instruction components.Administration server 115 may include communication lines, or ports toenable the exchange of information with a network and/or other computingplatforms. In some implementations, administration servers 115 may beused by one or more administrative users, e.g., to configure and/orcontrol operation of system 100. In some implementations, administrativeservers 115 may include or present one or more player interfaces toreceive player input and/or otherwise interact with one or moreadministrative users.

External resources 138 may include sources of information outside ofsystem 100, external entities participating with system 100, externalproviders of computation and/or storage services, and/or otherresources. In some implementations, some or all of the functionalityattributed herein to external resources 138 may be provided by resourcesincluded in system 100. In some implementations, one or more externalresources 138 may provide information (e.g., event information regardingevents that are occurring and/or have occurred in the real world) tocomponents of system 100. In some implementations, external resources138 may include one or more real-world information servers or blockchainoracles.

Server(s) 102 may include communication lines, or ports to enable theexchange of information with a network and/or other computing platforms.Illustration of server(s) 102 in FIG. 1 is not intended to be limiting.Server(s) 102 may include a plurality of hardware, software, and/orfirmware components operating together to provide the functionalityattributed herein to server(s) 102. For example, server(s) 102 may beimplemented by a cloud of computing platforms operating together asserver(s) 102.

Electronic storage 130 may comprise non-transitory storage media thatelectronically stores information. The electronic storage media ofelectronic storage 130 may include one or both of system storage that isprovided integrally (i.e., substantially non-removable) with server(s)102 and/or removable storage that is removably connectable to server(s)102 via, for example, a port (e.g., a USB port, a firewire port, etc.)or a drive (e.g., a disk drive, etc.). Electronic storage 130 mayinclude one or more of optically readable storage media (e.g., opticaldisks, etc.), magnetically readable storage media (e.g., magnetic tape,magnetic hard drive, floppy drive, etc.), electrical charge-basedstorage media (e.g., EEPROM, RAM, etc.), solid-state storage media(e.g., flash drive, etc.), and/or other electronically readable storagemedia. Electronic storage 130 may include one or more virtual storageresources (e.g., cloud storage, a virtual private network, and/or othervirtual storage resources). Electronic storage 130 may store softwarealgorithms, information determined by processor(s) 132, informationreceived from server(s) 102, information received from client computingplatform(s) 104, and/or other information that enables server(s) 102 tofunction as described herein.

Processor(s) 132 may be configured to provide information processingcapabilities in server(s) 102. As such, processor(s) 132 may include oneor more of a digital processor, an analog processor, a digital circuitdesigned to process information, an analog circuit designed to processinformation, a state machine, and/or other mechanisms for electronicallyprocessing information. Although processor(s) 132 is shown in FIG. 1 asa single entity, this is for illustrative purposes only. In someimplementations, processor(s) 132 may include a plurality of processingunits. These processing units may be physically located within the samedevice, or processor(s) 132 may represent processing functionality of aplurality of devices operating in coordination. Processor(s) 132 may beconfigured to execute components 108, 110, 112, 114, 116, 118, 120, 122,124, 126, 128, 134, 135, 136, 137, 140, and/or 142, and/or othercomponents. Processor(s) 132 may be configured to execute components108, 110, 112, 114, 116, 118, 120, 122, 124, 126, 128, 134, 135, 136,137, 140, and/or 142, and/or other components by software; hardware;firmware; some combination of software, hardware, and/or firmware;and/or other mechanisms for configuring processing capabilities onprocessor(s) 132. As used herein, the term “component” may refer to anycomponent or set of components that perform the functionality attributedto the component. This may include one or more physical processorsduring execution of processor readable instructions, the processorreadable instructions, circuitry, hardware, storage media, or any othercomponents.

It should be appreciated that although components 108, 110, 112, 114,116, 118, 120, 122, 124, 126, 128, 134, 135, 136, 137, 140, and/or 142are illustrated in FIG. 1 as being implemented within a singleprocessing unit, in implementations in which processor(s) 132 includesmultiple processing units, one or more of components 108, 110, 112, 114,116, 118, 120, 122, 124, 126, 128, 134, 135, 136, 137, 140, and/or 142may be implemented remotely from the other components. The descriptionof the functionality provided by the different components 108, 110, 112,114, 116, 118, 120, 122, 124, 126, 128, 134, 135, 136, 137, 140, and/or142 described below is for illustrative purposes only, and is notintended to be limiting, as any of components 108, 110, 112, 114, 116,118, 120, 122, 124, 126, 128, 134, 135, 136, 137, 140, and/or 142 mayprovide more or less functionality than is described. For example, oneor more of components 108, 110, 112, 114, 116, 118, 120, 122, 124, 126,128, 134, 135, 136, 137, 140, and/or 142 may be eliminated, and some orall of its functionality may be provided by other ones of components108, 110, 112, 114, 116, 118, 120, 122, 124, 126, 128, 134, 135, 136,137, 140, and/or 142. As another example, processor(s) 132 may beconfigured to execute one or more additional components that may performsome or all of the functionality attributed below to one of components108, 110, 112, 114, 116, 118, 120, 122, 124, 126, 128, 134, 135, 136,137, 140, and/or 142.

FIG. 2 illustrates a method 200 of facilitating usage of multiplecurrencies having different utilities for different types of playerswithin an online gaming platform, in accordance with one or moreimplementations. The operations of method 200 presented below areintended to be illustrative. In some implementations, method 200 may beaccomplished with one or more additional operations not described,and/or without one or more of the operations discussed. Additionally,the order in which the operations of method 200 are illustrated in FIG.2 and described below is not intended to be limiting.

In some implementations, method 200 may be implemented in one or moreprocessing devices (e.g., a digital processor, an analog processor, adigital circuit designed to process information, an analog circuitdesigned to process information, a state machine, and/or othermechanisms for electronically processing information). The one or moreprocessing devices may include one or more devices executing some or allof the operations of method 200 in response to instructions storedelectronically on an electronic storage medium. The one or moreprocessing devices may include one or more devices configured throughhardware, firmware, and/or software to be specifically designed forexecution of one or more of the operations of method 200.

At an operation 202, an instance of a game is executed, within theonline gaming platform, to facilitate presentation of the game toplayers, and in-game actions are implemented in the instance of the gamein response to in-game action instructions for the in-game actions bythe players. The presentation of the game is based on views of the gamethat are determined during execution of the instance of the game. Theplayers include a first player and a second player. The different typesof players include a first player type of players and a second playertype of players. The first player type of players have access to a firstset of utilities within the online gaming platform. The second playertype of players have access to the first set of utilities and to anadditional set of utilities within the online gaming platform that thefirst player type of players do not have access to. In some embodiments,operation 202 is performed by a game component the same as or similar togame component 108 (shown in FIG. 1 and described herein).

At an operation 204, player accounts associated with the players arecontrolled. The player accounts include a first player account,associated with the first player, of the first player type. The playeraccounts further include a second player account, associated with thesecond player, of the second player type. In some embodiments, operation204 is performed by an account component the same as or similar toaccount component 112 (shown in FIG. 1 and described herein).

At an operation 206, usage of a first currency is facilitated within theonline gaming platform. The first currency is exchangeable for at leastsome of the first set of utilities by individual players of the firstplayer type and by other individual players of the second player type.In some embodiments, operation 206 is performed by a token component thesame as or similar to token component 140 (shown in FIG. 1 and describedherein).

At an operation 208, usage of a second currency is facilitated withinthe online gaming platform. The second currency is usable by theindividual players of the first player type to upgrade to the secondplayer type. Facilitating usage of the second currency includescontrolling an exchange rate between the first currency and the secondcurrency. Upgrading to the second player type unlocks the additional setof utilities. In some embodiments, operation 208 is performed by anupgrade component the same as or similar to upgrade component 142 (shownin FIG. 1 and described herein).

At an operation 210, a first in-game action instruction is received fromthe first player to perform a first in-game action within the onlinegaming platform. The first in-game action falls within the first set ofutilities. In some embodiments, operation 210 is performed by aninteraction component the same as or similar to interaction component110 (shown in FIG. 1 and described herein).

At an operation 212, a second in-game action instruction is receivedfrom the second player to perform a second in-game action within theonline gaming platform. The second in-game action falls within theadditional set of utilities. In some embodiments, operation 212 isperformed by an interaction component the same as or similar tointeraction component 110 (shown in FIG. 1 and described herein).

At an operation 214, an upgrade instruction is received from the firstplayer to upgrade the first player to the second player type of players,in exchange for a particular amount of the second currency. In someembodiments, operation 214 is performed by an interaction componentand/or an upgrade component the same as or similar to interactioncomponent 110 and/or upgrade component 142 (shown in FIG. 1 anddescribed herein).

At an operation 216, the first player is upgraded to the second playertype of players in accordance with the upgrade instruction. In someembodiments, operation 216 is performed by an upgrade component the sameas or similar to upgrade component 142 (shown in FIG. 1 and describedherein). In some embodiments, operation 216 is performed by anothercomponent of system 100.

At an operation 218, a third in-game action instruction is received fromthe first player to perform the second in-game action within the onlinegaming platform. In some embodiments, operation 218 is performed by aninteraction component the same as or similar to interaction component(shown in FIG. 1 and described herein).

At an operation 220, the first, second, and third in-game action areperformed within the online gaming platform. The third in-game action isperformed by virtue of the first player having been upgraded to thesecond player type of players. In some embodiments, operation 220 isperformed by a game component and/or an interaction component the sameas or similar to game component 108 and/or interaction component 110(shown in FIG. 1 and described herein).

At an operation 222, the exchange rate between the first currency andthe second currency is modified. In some embodiments, operation 222 isperformed by an upgrade component the same as or similar to upgradecomponent 142 (shown in FIG. 1 and described herein).

Although the present technology has been described in detail for thepurpose of illustration based on what is currently considered to be themost practical and preferred implementations, it is to be understoodthat such detail is solely for that purpose and that the technology isnot limited to the disclosed implementations, but, on the contrary, isintended to cover modifications and equivalent arrangements that arewithin the spirit and scope of the appended claims. It is to beunderstood that the present technology contemplates that, to the extentpossible, one or more features of any implementation can be combinedwith features of any other implementation.

What is claimed is:
 1. A system configured to facilitate usage ofmultiple currencies having different utilities for different types ofplayers within an online gaming platform, and to control exchange ratesbetween the multiple currencies, the system comprising: the onlinegaming platform including one or more hardware processors configured bymachine-readable instructions to: execute, within the online gamingplatform, an instance of a game to facilitate presentation of the gameto players, and implement in-game actions in the instance of the game inresponse to in-game action instructions for the in-game actions by theplayers, wherein the presentation of the game is based on views of thegame that are determined during execution of the instance of the game,wherein the players include a first player and a second player, whereinthe different types of players include a first player type and a secondplayer type, wherein the first player type provides access to a firstset of utilities within the online gaming platform, wherein the secondplayer type provides access to the first set of utilities and to anadditional set of utilities within the online gaming platform that thefirst player type does not provide access to; control player accountsassociated with the players, wherein the player accounts include a firstplayer account, associated with the first player, of the first playertype, and wherein the player accounts further include a second playeraccount, associated with the second player, of the second player type;facilitate usage of a first currency within the online gaming platform,wherein the first currency is exchangeable for at least some of thefirst set of utilities by individual players of the first player typeand by other individual players of the second player type, wherein thefirst currency is a fungible digital article that is tradeable on apermanent registry that records transactions in an append-only fashion,and wherein the first currency is based on a standard equivalent toEthereum Request for Comment 20 (ERC-20); facilitate usage of a secondcurrency within the online gaming platform, wherein the second currencyis usable by the individual players of the first player type to upgradeto the second player type, wherein facilitating usage of the secondcurrency includes controlling an exchange rate between the firstcurrency and the second currency, wherein upgrading to the second playertype unlocks the additional set of utilities; receive a first in-gameaction instruction from the first player to perform a first in-gameaction within the online gaming platform, wherein the first in-gameaction falls within the first set of utilities; receive a second in-gameaction instruction from the second player to perform a second in-gameaction within the online gaming platform, wherein the second in-gameaction falls within the additional set of utilities; receive an upgradeinstruction from the first player to upgrade the first player to thesecond player type, in exchange for a particular amount of the secondcurrency; upgrade the first player to the second player type inaccordance with the upgrade instruction; receive a third in-game actioninstruction from the first player to perform the second in-game actionwithin the online gaming platform; perform the first, second, and thirdin-game action within the online gaming platform, wherein the thirdin-game action is performed by virtue of the first player having beenupgraded to the second player type; and modify the exchange rate betweenthe first currency and the second currency.
 2. The system of claim 1,wherein modification of the exchange rate between the first currency andthe second currency is based on a change in a rate for trading the firstcurrency on the permanent registry.
 3. The system of claim 2, whereinthe modification is initiated by a stakeholder of the online gamingplatform.
 4. The system of claim 1, wherein upgrading from the firstplayer type to the second player type is temporary for a predeterminedduration, and wherein the upgrading is reverted from the second playertype to the first player type after the predetermined duration.
 5. Thesystem of claim 1, wherein the second currency is tradeable between theplayers.
 6. The system of claim 5, wherein the second currency is asecond fungible digital article that is tradeable on the permanentregistry.
 7. The system of claim 1, wherein the additional set ofutilities includes access to purchasing benefit-producing virtualterritories configured to provide distributions, wherein individual onesof the distributions include one or more in-game benefits produced inand/or by individual ones of the virtual territories.
 8. The system ofclaim 1, wherein individual players of the first player type have accessto the first set of utilities within the online gaming platform forfree.
 9. The system of claim 1, wherein at least one of the firstin-game action and the second in-game action include at least one of:(i) purchase a virtual item that can be used within the online gamingplatform, (ii) enter a restricted area within the game, (iii)participate in a particular multi-player game mode within the onlinegaming platform, and (iv) participate in a particular media channelrelated to the online gaming platform.
 10. A method of facilitatingusage of multiple currencies having different utilities for differenttypes of players within an online gaming platform, and of controllingexchange rates between the multiple currencies, the method comprising:executing, within the online gaming platform, an instance of a game tofacilitate presentation of the game to players, and implement in-gameactions in the instance of the game in response to in-game actioninstructions for the in-game actions by the players, wherein thepresentation of the game is based on views of the game that aredetermined during execution of the instance of the game, wherein theplayers include a first player and a second player, wherein thedifferent types of players include a first player type and a secondplayer type, wherein the first player type provides access to a firstset of utilities within the online gaming platform, wherein the secondplayer type provides access to the first set of utilities and to anadditional set of utilities within the online gaming platform that thefirst player type does not provide access to; controlling playeraccounts associated with the players, wherein the player accountsinclude a first player account, associated with the first player, of thefirst player type, and wherein the player accounts further include asecond player account, associated with the second player, of the secondplayer type; facilitating usage of a first currency within the onlinegaming platform, wherein the first currency is exchangeable for at leastsome of the first set of utilities by individual players of the firstplayer type and by other individual players of the second player type,wherein the first currency is a fungible digital article that istradeable on a permanent registry that records transactions in anappend-only fashion, and wherein the first currency is based on astandard equivalent to Ethereum Request for Comment 20 (ERC-20);facilitating usage of a second currency within the online gamingplatform, wherein the second currency is usable by the individualplayers of the first player type to upgrade to the second player type,wherein facilitating usage of the second currency includes controllingan exchange rate between the first currency and the second currency,wherein upgrading to the second player type unlocks the additional setof utilities; receiving a first in-game action instruction from thefirst player to perform a first in-game action within the online gamingplatform, wherein the first in-game action falls within the first set ofutilities; receiving a second in-game action instruction from the secondplayer to perform a second in-game action within the online gamingplatform, wherein the second in-game action falls within the additionalset of utilities; receiving an upgrade instruction from the first playerto upgrade the first player to the second player type, in exchange for aparticular amount of the second currency; upgrading the first player tothe second player type in accordance with the upgrade instruction;receiving a third in-game action instruction from the first player toperform the second in-game action within the online gaming platform;performing the first, second, and third in-game action within the onlinegaming platform, wherein the third in-game action is performed by virtueof the first player having been upgraded to the second player type; andmodifying the exchange rate between the first currency and the secondcurrency.
 11. The method of claim 10, wherein modifying the exchangerate between the first currency and the second currency is based on achange in a rate for trading the first currency on the permanentregistry.
 12. The method of claim 11, wherein modifying the exchangerate is initiated by a stakeholder of the online gaming platform. 13.The method of claim 10, wherein upgrading from the first player type tothe second player type is temporary for a predetermined duration, andwherein the upgrading is reverted from the second player type to thefirst player type after the predetermined duration.
 14. The method ofclaim 10, wherein the second currency is tradeable between the players.15. The method of claim 14, wherein the second currency is a secondfungible digital article that is tradeable on the permanent registry.16. The method of claim 10, wherein the additional set of utilitiesincludes access to purchasing benefit-producing virtual territoriesconfigured to provide distributions, wherein individual ones of thedistributions include one or more in-game benefits produced in and/or byindividual ones of the virtual territories.
 17. The method of claim 10,wherein individual players of the first player type have access to thefirst set of utilities within the online gaming platform for free. 18.The method of claim 10, wherein at least one of the first in-game actionand the second in-game action include at least one of: (i) purchase avirtual item that can be used within the online gaming platform, (ii)enter a restricted area within the game, (iii) participate in aparticular multi-player game mode within the online gaming platform, and(iv) participate in a particular media channel related to the onlinegaming platform.